;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1999 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of Civilan Population I
^Increases the effect of Civilian Population II
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Civilian Population III
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy aircraft.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Munitions
^Defense +100% versus munitions.
^Can spot enemy aircraft in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Fuel is not diverted from this city to other theatres.
Cities near the headquarters have less fuel diverted
than cities further away.

@;Barracks
@PEDIAIMPROVE2
This is not used in this scenario.

@;Granary
@PEDIAIMPROVE3
Acts as base of operations for the Red Army.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.
Destroyed by attacking urban area targets on
the night map.  Creates high-yield urban terrain
when built.

@;Marketplace
@PEDIAIMPROVE5
Increases fuel production output by 50%.
Destroyed by attacking fuel refineries on 
high-altitude daylight map. Creates 
high-yield fuel refinery terrain when built.

@;Library
@PEDIAIMPROVE6
Increases research output by 50%.
Destroyed by attacking aircraft factory targets
on high-altitude daylight map.

@;Courthouse
@PEDIAIMPROVE7
Reduces the amount of fuel diverted 
to other theaters by 50%. 

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.
Allows population centers to look different than airfields.

@;Aqueduct
@PEDIAIMPROVE9
Allows city to grow.

@;Bank
@PEDIAIMPROVE10
Increases fuel production output by an
additional 50% (cumulative w/ fuel refinery I).
Destroyed by attacking fuel refineries on 
high-altitude daylight map. Creates 
high-yield fuel refinery terrain when built.

@;Cathedral
@PEDIAIMPROVE11
Makes three unhappy citizens content.
Destroyed by attacking urban area targets on
the night map. Creates high-yield urban terrain
when built.

@;University
@PEDIAIMPROVE12
Increases research output by an additional
50% (cumulative w/ Aircraft Factory I).  
Destroyed by attacking aircraft factory targets
on high-altitude daylight map.

@;Mass Transit
@PEDIAIMPROVE13
This improvement is not used in this scenario.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content.  
Destroyed by attacking urban area targets on
the night map.  Creates high-yield urban terrain
when built.

@;Factory
@PEDIAIMPROVE15
Increases industrial production in city by 50%.
Destroyed by attacking industrial targets on 
high-altitude daylight map. Creates high-yield 
industrial terrain when built.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases industrial production by an additional 50%
(cumulative w/ Industry I). Destroyed by attacking
industrial targets on high-altitude daylight map.
Creates high-yield industrial terrain when built.

@;SDI Defense
@PEDIAIMPROVE17
Required to deploy and safely land aircraft.
Built automatically when each new airfield is 
established.

@;Recycling Center
@PEDIAIMPROVE18
Base of operations for 15th Air Force bombers
and the Tuskeegee Airmen.

@;Power Plant
@PEDIAIMPROVE19
Increases industrial output by 50%.
Destroyed by attacking industrial targets
on high-altitude daylight map. Creates 
high-yield industrial terrain when built.

@;Hydro Plant
@PEDIAIMPROVE20
This is not used in this scenario.

@;Nuclear Plant
@PEDIAIMPROVE21
This is not used in this scenario.

@;Stock Exchange
@PEDIAIMPROVE22
Increases fuel production by an additional
50% (cumulative Refineries I and II for a grand
total of 150%).  Destroyed by attacking fuel 
refineries on high-altitude daylight map. Creates 
high-yield fuel refinery terrain when built.

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow.

@;Supermarket
@PEDIAIMPROVE24
This is not used in this scenario.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with fuel dumps
produce 50% more fuel.  Destroyed by attacking 
railyards on high-altitude daylight map..

@;Research Lab
@PEDIAIMPROVE26
Increases research output by an additional 50%
(cumulative with Aircraft Factories I and II for
a grand total of 150%).  Destroyed by attacking
aircraft factories on high-altitude daylight map.

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air attack.  Prohibitively expensive and should
be used sparingly.

@;Coastal Fortress
@PEDIAIMPROVE28
This is not used in this scenario.

@;Solar Plant
@PEDIAIMPROVE29
Increases industrial output by 50%.
Destroyed by attacking industrial targets
on high-altitude daylight map. Creates 
high-yield industrial terrain when built.

@;Harbor
@PEDIAIMPROVE30
All water squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
This is not used in this scenario.

@;Airport
@PEDIAIMPROVE32
Germans only. City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
This is not used in this scenario.

@;Port Facility
@PEDIAIMPROVE34
City can produce veteran naval units and repair ships.
Grants Allies 100 fuel for each in their possession. Also 
grants Allies 100 fuel for each not in Germany's possession.
Destroyed by attacking ports on high-altitude daylight map.

@;Transporter
@PEDIAIMPROVE35
This is not used in this scenario. 

@;SS Structural
@PEDIAIMPROVE36
This is not used in this scenario.

@;SS Component
@PEDIAIMPROVE37
This is not used in this scenario.

@;SS Module
@PEDIAIMPROVE38
This is not used in this scenario.

@;Capitalization
@PEDIAIMPROVE39
This is not used in this scenario.

@;Pyramids
@PEDIAIMPROVE40
This is not used in this scenario.

@;Hanging Gardens
@PEDIAIMPROVE41
This is not used in this scenario.

@;Colossus
@PEDIAIMPROVE42
City produces one extra fuel in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE43
This is not used in this scenario.

@;Great Library
@PEDIAIMPROVE44
This is not used in this scenario.

@;Oracle
@PEDIAIMPROVE45
This is not used in this scenario.

@;Great Wall
@PEDIAIMPROVE46
This is not used in this scenario.

@;Sun Tzu's War Academy
@PEDIAIMPROVE47
This is not used in this scenario.

@;King Richard's Crusade
@PEDIAIMPROVE48
Every square in the city's radius produces an extra
industrial "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE49
This is not used in this scenario.

@;Michelangelo's Chapel
@PEDIAIMPROVE50
This is not used in this scenario.

@;Copernicus' Observatory
@PEDIAIMPROVE51
Doubles the total research output of city.

@;Magellan's Expedition
@PEDIAIMPROVE52
This is not used in this scenario.

@:Shakespeare's Theatre
@PEDIAIMPROVE53
This is not used in this scenario.

@;Da Vinci's Workshop
@PEDIAIMPROVE54
This is not used in this scenario.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE55
Decreases unhappy citizens on same continent by 2 per city.
Is no longer valid once the Allies successfully invade northwest
Europe.

@;Isaac Newton's College
@PEDIAIMPROVE56
Doubles the research output of each of the three research
improvements - Aircraft Factories I, II, and III -
in city. 

@;Adam Smith's Trading Co.
@PEDIAIMPROVE57
Pays the maintenance for all city improvements which
ordinarily cost 1 fuel per turn.  City improvements
requiring more than 1 fuel per turn maintenance are not
affected.

@;Darwin's Voyage
@PEDIAIMPROVE58
This is not used in this scenario.

@;The Statue of Liberty
@PEDIAIMPROVE59
This is not used in this scenario.

@;The Eiffel Tower
@PEDIAIMPROVE60
Has no practical effect in this scenario.
It is here for "flavor."

@;Women's Suffrage
@PEDIAIMPROVE61
This is not used in this scenario.

@;Hoover Dam
@PEDIAIMPROVE62
Provides the Allies with increased industrial boost.

@;Manhattan Project
@PEDIAIMPROVE63
This is not used in this scenario.

@;United Nations
@PEDIAIMPROVE64
No practical effect in this scenario.
It is here for "flavor."

@;Apollo Program
@PEDIAIMPROVE65
This is not used in this scenario.

@;SETI Program
@PEDIAIMPROVE66
This is not used in this scenario.

@;Cure for Cancer
@PEDIAIMPROVE67
This is not used in this scenario.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
Government Switching is not allowed in this scenario.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
This government is not used in this scenario.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
This government is not used in this scenario.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
This government is not used in this scenario.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Grand Alliance
^UNIT SUPPORT
Each unit beyond the eigth costs one shield per turn.
Construction Teams eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will calm the
populace, converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be calmed).
^
^DIVERSION OF RESOURCES
The Allies have adopted a "Germany First" strategy.
Fuel is not diverted elsewhere.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
This government is not used in this scenario.

@PEDIAGOVT5
@width=600
@title=Civilization Government: The Third Reich
^UNIT SUPPORT
Each unit costs one shield per turn.  Construction workers 
eat TWO food per turn.
^
^SUPPRESSION
Each military unit AFTER THE FIRST which is not in a friendly
city causes one citizen in its home city to become unhappy.  
Martial law is important for those who mean to rule their neighbors!
^
^DIVERSION OF RESOURCES
The Third Reich is embroiled in a multi-front war.  Each 
theatre is desperate for resources and fuel is constantly diverted.
More fuel is diverted in cities further from your headquarters.
^

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
This government is not used in this scenario.

@;This line must remain at the end of this file!




















